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An Introduction To Cribbage Rules

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The game of Cribbage affords the opportunity for socialization and the potential for developing the skill of strategic plays. The game was invented in the 1600s. Sir John Suckling is credited with establishing the rules of the game as well as spreading the game throughout England.

A novel feature of this game is that a Cribbage board is used for score keeping. This is a rectangular wooden board equipped with holes. Pegs are placed in the applicable holes to track the scores. The use of the board speeds up the scoring process while reducing the risks for errors in computing scores. The game is fast-paced.

Cribbage is usually played by two people; however, the game can be played by two or three people. Even four people can play, with two people being partners and playing against the other two people which are also partners.

In addition to the Cribbage board and pegs a pack of standard 52 playing cards is used. The object of the game is to score 121 points (there are times that the players agree that the game ends when a player reaches 61).

The rank and value of the cards is as follows:
K (King), Q (Queen), J (Jack), and 10 all have a value of 10.
Cards 2 – 9 have face value and the A (Ace) has a value of 1.
The Jokers are discarded.

The Draw. Determining which player will deal the first hand is usually done in a very organized fashion. The shuffled pack of cards are placed face down. Each player cuts a card, ensuring that he has left at least four cards at either end of the pack. If both players happen to cut cards of the same rank each will draw again. The player with the lower card deals the first hand. The dealing is then alternated going clockwise. If a second game is played the loser of the first game will deal first. The dealer has the option of shuffling last and he presents the cards to the non-dealer for the cut before dealing.

The Shuffle. It is the dealer’s job to shuffle the cards. Then, after a mandatory cut by the non-dealer (pone), the dealer gives one card (face down) alternately to each player. The dealing begins with the pone. The dealing ends when each player has a total of six cards.

The Crib. Each player should look at his cards and determine which two they will contribute to the crib. The dealer may want to place quality cards in the crib and the pone may choose to do the opposite. The crib belongs to the dealer; however, these cards are not exposed or used until after the hands have been played.

The Cut. The non-dealer (pone) will now cut the remainder of the pack in order to select a starter card. After the pone cuts the pack the dealer will turn up the top card of the lower packet – then place it face up on top of the pack. The starter card is used in counting the value of each player’s hand as well as the crib. If the starter card is a jack it is called “His heels” or “Two for his heels” and the dealer scores (pegs) 2 points. The starter card is not used during the play phase of the game, but it is used later for making various card combinations that will score points.

The Play. After the starter card is turned up the plays begin. The non-dealer will lay one of his cards face up on the table. Next the dealer will do the same. This will continue as the cumulative value of the cards played is announced as each card is played. If a player cannot play a card without the cumulative total exceeding 31, that player must call “go”. At that time the opponent will peg 1 and will continue to play all cards possible (without exceeding 31). If the player reaches exactly 31 he will peg two instead of one for the called “go”. The player that calls “go” will play first in the next 31-count sequence. The dealer is sure to peg at least one point in every hand. He will have a “go” on the last card if not earlier. After all cards are played the pone’s hand is counted and pegged by the pone and the dealer counts and pegs his hand and then for the crib. The deal will alternate between the players until the game ends (when a player scores 121 points).

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